Shader "Custom/TransparentGlow" { Properties{ _MainTex("Texture", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) _Transparency("Transparency", Range(0,1)) = 0.5 _Glow("Glow", Range(0,1)) = 0.5 } SubShader{ Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } LOD 100 Pass { ZWrite Off Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _Color; float _Transparency; float _Glow; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag(v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv) * _Color; col.a *= _Transparency; col.rgb *= _Glow; return col; } ENDCG } } }